The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Declutter: Outdoor Decorative Plants
31 Comments
NayrZaBear 7 Aug, 2017 @ 1:40pm 
The last guys waring is very much true, having those two mods will break the Windstad Manor player home From the HearthFire DLC. So be very cautious if you plan on using this.
Burstdragon323 8 Nov, 2016 @ 9:11am 
WARNING: This mod causes a significant bug with Alternate Start: Live Another Life by causing WindStad Manor to be built at Lakeview Manor's location.
Ravenholmian 15 Sep, 2016 @ 4:25pm 
turn skyrim to fallout mod
Lordofuselessness 1 May, 2016 @ 7:35am 
this ouughta help my computer out with my frame rate issue ( i play on medium and i get roughly a unstabe 18 to 29 frames
DropKicknNinjas 30 Apr, 2016 @ 2:52am 
Thank You! i got a big framerate boost and was looking exactly for that.:steamhappy:
Apolias_ 30 Oct, 2015 @ 9:23pm 
nice mod, i think this goes well with the "skyrim performance trees" mod too. i got a big fps boost on my laptop from jus them two mods alone. nice mod, great work. ^_^
tinokyo 29 Jul, 2015 @ 12:43am 
nc bro love you
Tekky☺ 17 Mar, 2015 @ 10:08am 
oh ok thats good i didnt want to delite the grass only bushes and stuf like that. THANK YOU!!!
Team Vladof  [author] 16 Mar, 2015 @ 9:12pm 
No. If you want to remove grass, all you have to do is go into your Skyrim.ini file, and look for the [Grass] section. Then you change "bAllowCreateGrass" to 0

EG:

[Grass]
; disable grass, but not decorative plants or trees
bAllowCreateGrass=0

If you need more help with this, then Check the "Performance and Optimization" collection page this mod is part of. I listed the major .ini tweaks, where to find the .ini files, etc there.
Tekky☺ 16 Mar, 2015 @ 12:38pm 
dose this also remove grass?
cannibrel 8 Jan, 2015 @ 6:11am 
thankyou, because my graphics card is broken, i have recked bush textures all over my screen, this gets rid of them
t dog the tree frog 4 Nov, 2014 @ 6:12am 
love the mod
b0rg 18 Jul, 2014 @ 4:41pm 
Any chance of an update on this so that it doesn't conflict with Hearthfire? Lakeview house worked ok for me, but had to disable this mod to get Windstad Manor to build at all. Hate all those useless plants.
SmokeyNelson 13 Jul, 2014 @ 8:24pm 
oh that is actually REALLY smart! @
Team Vladof  [author] 13 Jul, 2014 @ 9:35am 
@sirianrouse ... no offense taken. But the main purpose of this mod is to decrease graphical clutter in order to increase FPS potential. There are sacrifices to do so. Some folks don't have a powerful gfx card to run the game as-is. So, it's good to have options.
SmokeyNelson 30 Jun, 2014 @ 9:13pm 
No Offence But I Would Never Download This Mod Because I Like The Bushes And Grass It Make's It More Real
unluckykeys 7 Apr, 2013 @ 10:47am 
I have a glitch where bushes and such have... well, stretching foliage. I hope that this mod fixes it, I subscribed!
Team Vladof  [author] 24 Feb, 2013 @ 11:51pm 
Shouldn't matter, b/c it removes default generic bushes. If you have a mod that alters generic bushes, eg: mod that allows bushes to change color depending on season, then putting this after that would make them disappear. Putting this before it will make them still show up, b/c the other mod will override this one.
Vortigen 23 Feb, 2013 @ 7:01am 
for the best result, should this be near the beginning of the mod load list or near the end? and i love these "declutter" mods
E 12 Jan, 2013 @ 1:07am 
tg also seems to be area-dependent. While adventuring, I frequently had to toggle the grass off in every new place I ended up -- putting the following in my Skyrim.ini seemed to be just enough for me (have yet to find a way to get rid of the bushes using the .ini, though I'm sure there's gotta be a way):

[Grass]
bAllowCreateGrass=0
bAllowLoadGrass=0

This stops the grass from ever loading, so it's not "present, but invisible," like disabling, it's actually not there, and never was.
Team Vladof  [author] 11 Jan, 2013 @ 7:43pm 
tg only affects grass. I think there's a tt command to toggle trees which may kill big bushes, but also kills ... well, trees, too. I did this as a happy medium.
Ganondorf 11 Jan, 2013 @ 8:40am 
would the console command "tg" (toggle grass) do this, or does that not effect useless plants?
E 6 Jan, 2013 @ 3:56pm 
Also, you may want to put a disclaimer at the top of the mod description about the potential HearthFires conflict. Thanks. <3
E 6 Jan, 2013 @ 3:54pm 
I figured as much, and I -do- realize the scope. Trust me, I'm very appreciative of mod makers, cause they're doing this for free to enhance the enjoyment for everyone. It's selfless and admirable, and I love you guys for it. I just thought you would like to know that it -does- conflict with HearthFires. That was the main thing I wanted to say (for your information and for anyone else with HearthFires and this mod wondering why their house is invisible). I'm sorry if I upset you, as that wasn't, by any means, my intention.

If I get tired of my custom built homes in HearthFires, I'll be coming right back to this mod. I love it, and I really, really wish I could still use it. Thanks again, tundrowalker, for an otherwise excellent mod.
Fierysaint 6 Jan, 2013 @ 2:42pm 
I thought you'd hafta kinda do it that way. Maybe make it to where you can pick it like ingredient plants, or pick it up like an item, but it doesn't appear in your inventory. But i wouldn't want to see the word "disable" every 5 steps i take. So it should be: point the crosshairs on it, click, gone. And if people want their uprooted plants back, then they better make a save point like the rest of us! And yes we will not mind the countless hours. Please do this if you can. This is a mod no one made yet.
Team Vladof  [author] 6 Jan, 2013 @ 9:22am 
An alternate to this mod would be to make a script where every plant is an activator, and has a script attached that lets the player click on the plant and tell it to disable/delete itself. But, then that would require the player to spend untold hours manually deleting every bush they didn't want to see. And, if they wanted to bring some back, there's always that concern. This wasn meant as a very basic mod, and that's all it's going to be.
Team Vladof  [author] 6 Jan, 2013 @ 9:20am 
I guess I should clarify ... if you want to wipe out an object entirely from the game, it's just a simple 2 minute job; open CK, delete that single object from the object list, save it as an .esp and you're done. But, when you decide you only want to remove the object from specific locations, you can't just delete that base object anymore. You must go to all those specific locations and remove the unique placements the devs put it at. IE: a 2 minute job turns into a hours upon hours easter egg hunt of frustrating proportions. And as I said, every player has their own idea of what should go and what should stay. So, doing that kind of task will never make everyone happy.
Team Vladof  [author] 6 Jan, 2013 @ 9:16am 
What you and Fierysaint requested would require going into each and every cell and manually deleting every unique placement of plants. That would require untold hours of work, b/c there's hundreds of cells and hundreds of thousands of individual plant placements. Seeing as I don't own a small chinese sweat shop to do that work for me, and the decision as to which plants should go and stay is so arbitrary (ie: subjective based on the opinion of each player), that's not going to happen unless each player wants to make their own mod. It's very simple to go into the CK and delete some objects from a cell if you don't like them. All I did was delete the base plant objects, which auto-deletes every instance of them in the cells. I don't think people sometimes understand the herculean scope of what they're requesting.
E 6 Jan, 2013 @ 8:43am 
This mod conflicts with HearthFires and causes your player-built house to be completely invisible. Otherwise, it's an amazing mod, and I would love to see it updated to address that issue (maybe just cause it to overlook those specific areas, so as not to cause problems -- if that's possible).
Team Vladof  [author] 30 Dec, 2012 @ 7:39am 
This is a simple mod. It just purges all plants in general. If you want to remove specific plants, go into the editor, find the cell your lake house is in, and individually delete the surrounding trees. Save that as an .esp, and have it load next time you play. Problem solved.
Fierysaint 30 Dec, 2012 @ 2:58am 
Now does this mod just remove a bunch of plants, or do I choose which ones are removed? And if I choose, then can I choose trees too? Because my Lakeview house won't let me actually view the lake!